Late survival wave on Apocalypse difficulty. The game drew only 56 distinct frames in 30 seconds.
Keep the horde.
Lose the freeze.
Final waves on 800% bring the game to its knees, and the recording freezes with it. Drop in a clip, strip out every frame where the game didn't move, and export the real gameplay at a steady pace.
See the cut.
Three 30-second windows from 800% no-pause runs, before and after the same frame pipeline. These runs never pause, so every frozen stretch is the game stalling.
800% Survival, Map 4 · KenseiTV
30-second source → 1.9 seconds result756 frozen frames removed; the 56 real updates play at a steady rate.
Gameplay by KenseiTV. Watch the original video ↗ · Demo clips have no audio.
Campaign, Apocalypse 800% · indysc2
30-second source → 3.2 seconds resultCampaign mission under heavy load. Short freezes every second, with a 3-second stall mid-clip.
711 frozen frames removed, including the stall, which shows on the review timeline.
Gameplay by indysc2. Watch the original video ↗ · Demo clips have no audio.
Final mission · KenseiTV
30-second source → 4.5 seconds resultThe Goddess of Destiny on 800%. The recording holds the same frame for up to half a second at a time.
765 frozen frames removed; 135 real updates kept.
Gameplay by KenseiTV. Watch the original video ↗ · Demo clips have no audio.
LagCut keeps only the frames where the map actually changed. It cannot recreate game updates the stalled game never drew, so very deep freezes still read as a jump.
Your footage, minus the freeze.
Dial in your cut
Compares only the map viewport, block by block, so tooltips, hover highlights, the clock and a webcam don't count as movement. Higher settings require more of the map to change.
They Are Billions has one game speed, so every kept frame counts as one game update. No speed detection is needed.
Late-wave recordings often hold only 2–5 real updates per second, so "every update" already plays back far faster than the original. Fast-forward drops two of every three.
Choose a video to begin.
A simple pass for
better pacing.
Watch the map, not the HUD.
Each frame is split into blocks over the map viewport. The game advanced only if most blocks changed, so cursor, tooltips and webcams don't fool it.
Keep real updates.
Frozen frames are dropped; stretches over 2.5 s show on the timeline for review. The remaining updates play at a steady rate.
Get an edit.
Export a video-only MP4. Your original footage stays on your device.